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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279305]
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Thu, 05 May 2011 01:26
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@Smeagol
Why not just design basic size maps instead of biting into big maps?
It would be something new
It would be something fresh
It would be less stressful
Our community can have a new experience.
You can have everything you want, with less work and less stress.
BTW,
It was not a waste of time because you learned a lot of new things from your experiences in designing new maps.
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279311]
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Thu, 05 May 2011 09:41
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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taoteching@Smeagol
Why not just design basic size maps instead of biting into big maps?
The whole idea of a bigmaps project is to design bigmaps, isn't it?
dinglehopperSeems like you should be able to tie different tilesets to different maps, I mean not all maps need all the tilesets. So if that is true, and I have no clue if it is, shouldn't you be able to just use the mega sets for maps you haven't made yet?
Dunno yet... depends on how it gets implemented and what will be contained in the tileset. If it is possible to have just one single tileset with everything in it, having the mess that there currently is would not be such a great idea (guess at the very least it would be necessary to keep around 3 different tilesets, one with everything, one for caves, one basement set... if I understood it correctly, the cave tileset has some hardcoded stuff going on as well, so you can't put everything into just one tileset anyways).
Don't know how the terrain types will be handled, if it is possible to have more than the 8 default terrain types or not. Also not sure yet, how the fences will work out, etc.
It looks as if adding stuff to terrain objects, walls and furniture doesn't cause any trouble. But of course the more special parts of the tilesets (animated stuff like the lake objects, ground textures, roads, fences...) might be a bit more complicated. I'll basically have to wait to see how the project turns out...
[Updated on: Thu, 05 May 2011 09:47] by Moderator Report message to a moderator
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279340]
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Thu, 05 May 2011 15:34
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smeagoltaoteching@Smeagol
Why not just design basic size maps instead of biting into big maps?
The whole idea of a bigmaps project is to design bigmaps, isn't it?
When?
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279376]
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Fri, 06 May 2011 07:56
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There ya go. Collaborate to speed the process up and be the overseer. Make sure to give credit for ideas and work.
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